I've been working on a Graphic Upgrade mod for Shining Force 2, but in the meantime, I thought this little update would hold some of you over Most notable additions in this version is Jogurt promotes and can use all weapons but staffs! And that's not all, his Jogurt ring is now a suit(makes more sense to me, anyway) it functions the same, and I added some frames so depending on whose using the suit, you may get different results in the order of frames used in-game.

If you run into any issues, please reach out to me here or at SFmods.com and I will look into it and resolve it as soon as I am able.

Here is a quick preview of what is in this mod:New weapon sprites for all classes.New Battle sprites for all characters. No more palette swaps!More unique kings(no more "Attack of the clone kings" during your playthrough)Unique enemy types, these do not replace existing enemies, all battles should work exactly the same, you'll just have more variety in enemies to face.Mishaela has a slightly different introduction and dialogue in earlier chapters. She has her own sprite that actually looks like her...The only thing I have done that wasn't exclusively Graphic oriented, was Jogurt. He now levels/promotes to a Yogurt Hero and can cast spells, his stats are based on Arthur's at the moment, and he can use all weapons. Why? Because he's Batman...I mean Jogurt!

A quick shout out to those who helped make this possible:

WARNING: SPOILER!

First and foremost, Rubixcuber:His amazing editor made all of this possible. His work over the years to update and optimize all features is what made any of my work here exist. I am forever grateful for his hard work.Tyadran:His previous work inspired me to start modding, and he was very helpful in teaching me the ropes.

Projectego: He and Dan's amazing artwork is proudly featured here. He also runs a fantastic website named SFmods.com where pixel artists share their work for all things Shining Force.

Alones:His icons are amazing and it really lifts up the game in terms of graphical quality.

V3.0d Fixed an issue where Tao didn't have any staffs appear during the battle cutsceneV3.0cUpdated the portraits so the kings in Alterone/Prompt/Waral are unique and not sharing the same portrait.

V3.0bFixed an issue where a cracked item would cause a crash upon repairing.

V3.0aCorrected some issues with enemy units not selecting the right sprites, palette fixes.

Updated Jogurt so he properly "promotes" even though he doesn't really promote to anything, you can promote him whenever he reaches 20. I have changed the name of the Jogurt ring to Jogurt Suit, and when you give/use the item on a forcemember, they will appear in the battle scene with a suit that looks like jogurt (from the Game Boy advance version)

Updated Guntz, his promoted spriteset is now a converted GBA spriteset.

This looks pretty interesting I'm definitely looking forward to see how you progress with this. I will check in again soon. I'm planning to do another run through with Tyadran's mod so this is perfect.

By the way welcome to the community I see this is your first post I'd like to greet you on behalf of everyone.

Yes, actually. I have updated the sprites for the promoted classes. Like Tao and Luke now have their hair in their promoted status too, this carried over to everyone using those sprites, so I've had to update the palettes for them too. It's been a challenge as the palettes for the battle sprites tend to get finicky when you're doing stuff to it (the main reason for the delay). I'm mostly done with it, i should have it released in by:Friday, March 9th 2018

Last edited by Erikin84 on Sat Mar 10 2018 4:19am, edited 1 time in total.

As opposed to what Runesamurai said, the mod works perfectly.If people don't notice, this is an ips patch.

To get it to work you need to first apply my mod's patch to a copy of the US Shining Force .bin, and then apply the graphics mod patch on top of that.

Hopefully this eliminates any confusion and problems getting it to work.

EDIT: It might also be a good idea to include a version of the mod for the regular game, without my changes, since some people may want to use your graphics but not my additions. Just a thought. In case you were unaware, your mod currently doesn't work with a normal copy of SF1 (I tried it).

Tyadran - Modding Sega Genesis games since 2013.Check me out on YouTube.

Tyadran - Modding Sega Genesis games since 2013.Check me out on YouTube.

Tyadran wrote:As opposed to what Runesamurai said, the mod works perfectly.If people don't notice, this is an ips patch.

To get it to work you need to first apply my mod's patch to a copy of the US Shining Force .bin, and then apply the graphics mod patch on top of that.

Hopefully this eliminates any confusion and problems getting it to work.

EDIT: It might also be a good idea to include a version of the mod for the regular game, without my changes, since some people may want to use your graphics but not my additions. Just a thought. In case you were unaware, your mod currently doesn't work with a normal copy of SF1 (I tried it).

Ah ok that must be what I did wrong.

EDIT: Yep that was the problem. It's working just fine now.

Double Edit: This mod is awesome. The swords and so many other things look so much better now!

Runesamurai wrote:I too wondered this. I'm sure it's possible since people have made custom portraits and battle sprites before. It would just be REALLY difficult. But yeah I'm sure it can be done since RotDD did it.

RotDD is a terrible example of what can be done with the editor.Making alternate battle sprites would be easy and is supported in the editor.Making alternate portraits I don't believe is supported. While hypothetically possible, you'd have to learn some assembly and program that in yourself.

Tyadran - Modding Sega Genesis games since 2013.Check me out on YouTube.

Tyadran - Modding Sega Genesis games since 2013.Check me out on YouTube.

Runesamurai wrote:I too wondered this. I'm sure it's possible since people have made custom portraits and battle sprites before. It would just be REALLY difficult. But yeah I'm sure it can be done since RotDD did it.

RotDD is a terrible example of what can be done with the editor.Making alternate battle sprites would be easy and is supported in the editor.Making alternate portraits I don't believe is supported. While hypothetically possible, you'd have to learn some assembly and program that in yourself.

Yeah that wasn't exactly the best example since they're kind of a different game on a different console. ^^;

EDIT: @Erikin84: I think you should add the new patch versions but still keep the old ones on the first page. Some people might have taste preferences and such.

DOUBLE EDIT: 1.4 looks weird in the editor. And for some reason it crashes my game shortly during the dialogue with Varios in a new game.

TRIPLE EDIT: Apparently 1.4 is not compatible with the Playable Kane mod. You need a normal non-modded SF1 Rom for it to work.

Runesamurai wrote:I too wondered this. I'm sure it's possible since people have made custom portraits and battle sprites before. It would just be REALLY difficult. But yeah I'm sure it can be done since RotDD did it.

RotDD is a terrible example of what can be done with the editor.Making alternate battle sprites would be easy and is supported in the editor.Making alternate portraits I don't believe is supported. While hypothetically possible, you'd have to learn some assembly and program that in yourself.

Yeah that wasn't exactly the best example since they're kind of a different game on a different console. ^^;

EDIT: @Erikin84: I think you should add the new patch versions but still keep the old ones on the first page. Some people might have taste preferences and such.

DOUBLE EDIT: 1.4 looks weird in the editor. And for some reason it crashes my game shortly during the dialogue with Varios in a new game.

TRIPLE EDIT: Apparently 1.4 is not compatible with the Playable Kane mod. You need a normal non-modded SF1 Rom for it to work.

I have tested it and it works fine, i went through Varios' starting dialogue with no crashing. and you'll have to be more specific with the "weird" in editor.